. General
*- Auto borderless mode - ALT+TAB in and out of the game without any loadings.
*- New epic loading screens.
*- New music by Kevin MacLeod, Jon Sayles & Bill Hudak, vanilla MTW2 music was also brought back. (now we have 141 music files + vanilla music, compared to 89 in 6.1 and no vanilla music, thats a hell lot!)
*- New main menu background & splash screen by Y2day.
*- Faction selection crash fixed.
*- All factions accessible in custom battle and hotseat.
*- External campaign chooser - for easy hotseat and CTD reduction.
*- External launcher application - taking care of things the user would normally do.
*- CBUR with most of its features implemented.
*- Riczu trade carts removed.
*- Parts of Awellesley's 1100AD mod integrated.
*- SSTC by Chimaeira implemented.
*- Real Horses by Argent Usher implemented.
*- CBUR and Unit Card improvement projects by Agis Tournas implemented.
*- Animations updates.
*- Y2day's new faction shields & banners.
*- New Quotes.
*- Proper character ageing.
*- Byzantine and Kievan Rus unit cards by akvilonn.
*- Tax auto-manage should now work properly.
*- Added Patriarchs for Orthodox factions.
*- All factions now have their one-liner pre-battle speeches active (more speeches for existing factions, and no mute norway,kwarezm,etc. generals)
*- Unbelievable amount of fixes, small and big ones, too mny to mention...
2. The Campaign Map
*- Resources are now better balanced, a couple of new resources were also added.
*- AI friendly map, no longer should the AI get stuck with its armies.
*- Work of an art coastlines, instead of the square 'vanilla' ones.
*- All resources were moved away from roads, to ensure merchants peaceful life.
*- Tight mountain passages were widened enough so agents can freely pass, while armies would still be blocked.
*- Missing ports added.
*- Inaccessible terrain in which rebels spawned fixed.
*- Rebel ship spawn in small lakes removed.
*- Agart's great city & castle models.
3. The Campaigns
*- Rebalanced victory conditions.
*- Rebalanced building bonuses.
*- Guild's HQ's always offer some kind of a faction wide bonus.
*- Rebalanced and new missions.
*- New building - placeable in locations with long rivers.
*- Removed Ireland.
*- Added a new region below Kiev (Ireland is now 2 regions).
*- AI factions tend to stick to their Royal Blood for many generations.
*- Alberi di Famiglia Regal implemented.
*- New Faction Economy scripts.
*- Knight's Templar & Kingdom of Jerusalem is now Crusader States (with mixed units).
*- Mongols are finally made pagan.
*- 1TPY Early Era campaign.
*- Slave faction now a lot more active - including the ability to use merchants, spies and assassins.
*- New troubadours event.
4. The Battle Map & Unit Balance
*- Davide.cool grass mod implemented.
*- Water looks now a whole lot better!
*- Smoother steppes modification by wolfslayer implemented.
*- New war horn sounds by wolfslayer implemented (hand picked by me).
*- Ambinent sound files for Muslim temples by wolfslayer implemented.
*- Magus Crismon Tide implemented (the no-dirt version).
*- Award winning BAI by Germanicu5.
*- Swagger's Skymod included.
*- Knights Templar units from Lord_Calidor's KT mod implemented.
*- BTFB units by Caesar Clivus implemented.
*- For God and St George mods by AWellesley
*- Lord Condormanius's Mailed Knights
*- Polish Units by MADTAO included.
*- Rusichi mod units implemented.
*- Real Recruitment's AOR system included.
*- RR's system nearly fully integrated. (please refer to RR/RC OCT 30 post for more detailed changes)
5. Traits & Ancillaries
*- Rebalanced merchant traits for 1TPY
*- As merchants get older, they lose movement points.
*- Generals are now a lot easier to educate in settlements with schools etc.
*- Faction Leaders can now acquire a set of traits affecting all settlements and generals.
And these ones are just the ones i remember/important ones.
MANY MANY MANY other changes made, which i cannot remember because of 2 years of mod development.